Spoke Relay: Clockwise and Counterclockwise
A classic relay where teams sit in lines like the spokes of a wheel and the runner circles the whole wheel on the outside in the direction the teacher calls. Students work on turning direction, laterality on a curved run and reaction speed.
How to play
- Place a hoop in the center and 10 cones in a circle about 25 feet in radius. Five teams of 5 sit in lines from the hoop outward, like spokes (2 min).
- "Clockwise!" means running like the hands of a clock, with the center on your right; "Counterclockwise!" puts the center on your left. Everyone points to show it (1 min).
- First round at a fast walk: the last student in each line circles outside the cones in the called direction and sits in the first spot by the hoop; the others scoot back one spot (3 min).
- Scored round at a run: the first runner seated earns 2 points, the rest 1; going the wrong way means returning and starting again (4 min).
- Late signal: runners stand on "Go!" and the direction is called once they're up (3 min).
- Switch round: halfway around, shout "Switch!" and every runner reverses (2 min).
Rules
- Always run outside the cones.
- When reversing, slow down before turning to avoid collisions.
- Lines stay seated with legs tucked while runners pass.
Variations
Easier
15-foot circle at a fast walk.
Standard
25-foot circle at a run, direction called on standing.
Harder
Reverse halfway around and side-shuffle the second half.
Adaptations
- Limited mobility: a student using a wheelchair travels a smaller inner circle, and the finish scores the same.
- Hearing impairment: also show the direction by circling your arm toward that side.
- Fitness level: two laps for more intensity; tired students speed-walk and score for the correct direction.
Learning goals
- Tell clockwise from counterclockwise.
- Connect turning direction to the side of the body facing the center.
- React quickly while following relay rules.
Equipment for a class of 25
- cones: 10
- hoops: 1
Teacher tip
The risky moment is reversing direction: save "Switch!" for the end and only use it once lines run in an orderly way. The outer cones keep runners from cutting inside.
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